Car Wars Referee Questionnaire (CWRQ)

Version 4.3

by Eric Freeman


The point of this questionnaire is to alert Car Wars referees of Car Wars rule conflicts, ambiguities, and variants and to allow them to think out answers to difficult situations before they occur. Referees can then print or post this questionnaire, so that duelists in their games will know how certain situations will be handled. This document is also for duelists, so that they are aware of questions they should ask their referees. I apologize in advance for the length of this document, but many of the questions asked here have popped up in duels I have been involved in.

What follows is the questionnaire, with my answers to the questions. In many cases, these rulings come straight from Uncle Albert's Catalog from Hell (UACFH), the Car Wars Compendium-2nd Edition (CWC2), or an Autoduel Quarterly (ADQ). Such rulings are quoted in parenthesis with a reference to where it can be found. In ambiguous situations, where it is not conclusive what ruling is more current or correct, I chose the one that works best for me. In most cases, players won't care what your answers to the questions will be, provided they know BEFOREHAND how the rulings will go. This questionnaire was inspired by the FAQ created for the 2048 Car Wars Dueling World Championship by Rob Deis and the Car Wars Rule Committee and much of this comes directly from that. Many thanks to him for helping hammer this out. Much of the document was also inspired by (or taken directly from) the IADA's rule clarification sheet. In addition, this document was helped by the efforts of Michael Owen who typed up a collection of ADQ&As. Many thanks to him for that monumental effort. All of these questions and many others can be discussed on the Car Wars Dueling Debate board located at http://www.delphi.com/carwars. I check that board quite frequently. You can find this document on the Steve Jackson Games Web site at http://www.sjgames.com/car-wars/cwrq.html. You can also get the most current version of the document from me at AADAref@sjgames.com.

There are two types of questions in this document.

1) Questions that are related to the personal preferences of the referee. i.e. When will the duel end? Are passengers allowed? etc.

2) Questions that derive from ambiguities in the rules themselves

For questions of the first type, there really cannot be an "official" answer, as the answer to these questions depend on the personal preferences of the referee. For these questions I just present how I answer these questions for duels that I run. These are the rulings you can expect to be used in the World Dueling Championships. These questions are put at the front of each section.

Questions of the second type are broken down into various subsections and the answers here represent the official answer from Steve Jackson games. As with anything, I’m sure there will be disagreements with some of my rulings. I encourage you to use whatever house rules you like, as the game is about FUN for you and your fellow players, just make sure new players know what "house rules" you will be using. Let me know how these "house rules" effect/enhance your game play.

 

Drive offensively,

Eric Freeman

AADA Head Referee (AADAref@sjgames.com)

 

Table of Contents


Referee Comments

Vehicle Construction

Personal preferences
General questions
Power Plant questions
Armor questions
Weapon questions
Accessory questions
Trike questions

Character Questions

Personal preferences
General questions

Combat Questions

Personal preferences
Dropped weapon questions
Direct fire questions
Other combat questions

Fire Questions

Movement/Handling Questions

Crash Table Questions

Scoring/Arena Questions


Referee Comments

(Here a referee can outline how they operate and things that may be most surprising to players playing with them for the first time)

I use the AADA Tournament Guidelines in all my duels. You can find a copy of these guidelines at http://www.sjgames.com/car-wars/aada/rules.html

I attempt to use the most recent version of all Car Wars rules with very few variants. In most cases I will use whatever is written in UACFH. What is written there will supersede anything that is different in the CWC2. All exceptions to this are noted below. In addition, I've tried to point out some of the more significant changes between the two sets of rules. With the exception of the situations outlined below, if a player can show me in the rules that a decision I've made are in variance from them, then I will change that decision.

Vehicle Construction (Personal Preferences)

#

Question

Answer

1

What body styles will be allowed? Any of the standard car, cycle and trike bodies will be allowed. Racing bodies will also be allowed. No hovercraft, oversized vehicles, planes, or helicopters will be allowed.

2

May internal combustion engines be used? Yes, gasoline engines may be used. However, they must have enough gas in the gas tank to be able to cruise 150 miles as per Vehicle Range in CWC2 and in UACFH, plus one extra gallon of gas for every nitrous oxide tank. In all duels, except the SW Regional Championship and WDC, I am going to require a cruising range of 250 miles.

3

May I tow a trailer behind my vehicle? No. A trailer would count as a second vehicle, you're only allowed one. And no, you may not use ONLY a trailer and park it at the gate, either.

4

Will you allow rubber armor? For the time being I won't allow rubber armor in my games.

Vehicle Construction (General)

#

Question

Answer

1

Is the third-spaces rule still in effect? Yes.

2

How do you calculate the number of spaces allowed per side? A. Slope and/or streamline the chassis.

B. The total number of spaces is the sum of the remaining regular and cargo spaces.

C. Divide the total number of spaces by three and round down. The result is the maximum number of spaces per side.

3

So along that vein, can a sloped Luxury mount 6 spaces worth of weaponry out one side? No. "Sloping reduces the space available for internal components by 10%" (UACFH) so a sloped luxury only has 17 internal spaces. "No more than 1/3 of the spaces in a vehicle may be devoted to weapons that fire from any one side." (CWC2) Since a sloped luxury only has 17 internal spaces, it can only mount 5 spaces worth of weaponry out any one side. Also, "A luxury car [with] sloped armor has its internal spaces reduced to 17. Is this the number that must be divided by three? ... Yes." (ADQ 8/1)

4

How do you calculate the number of spaces on a side? For each of the six sides of the vehicle, add up the space taken by all the weapons on that side. The space taken by magazines is added to the space taken by the weapon to which it is attached. The space taken by component armor is also added to the weapon(s) it protects. The space taken by weapon concealment also counts. The space taken by rocket boosters and jump jets mounted on each side is added to the number of spaces mounted on each side. Weapons and magazines mounted in the comer count against the l/3 space rule for BOTH sides that make up the comer it is mounted on.

5

If I have a Six-Wheeled Chassis, how do I place the tires and how does it effect other chassis modifications? You can either place the tires side by side or one in front of the other. In the first case, one wheelguard and one armored wheelhub protect both, but any excess damage on the outer tire (when shot at from the side) goes to the inner tire. In the second case, two separate wheelguards and two armored wheelhubs are required, and excess damage only goes on to the next tire if fired at from the rear (front). The extra $100 for a six wheeled chassis is added to the base cost of the chassis, that is before adding CA frames, chassis modifications, etc.

6

I saw in quite a few ADQs that Steelbelting was upped to adding 33.3% to the DPs of a tire, however in both CWC2 and UACFH it lists as the old 25%. Which is it? This is a tricky issue since it seems that the ADQs in question may have been published after UACFH. However, since most duelists can't access these ADQs and since it is 25% in both UACFH and the Compendium. This is what I'll go with.

Vehicle Construction (Power Plant)

#

Question

Answer

1

Can gas tanks be put in cargo space? For right now, I'm going to rule no. My reasoning is that since the gas tank is a vehicular component it can't be put into that cargo space. That means component armor for the gas tank must also use regular space. I'm going to put this one up for discussion on Dueling Debate and may change my mind.

Vehicle Construction (Armor)

#

Question

Answer

1

If you get metal armor, must you get metal wheelguards? Can you have plastic wheelguards? Wheelguards (as well as any other external accessory such as wheelhubs, spoilers, airdams, and EWP armor) can be metal or plastic, regardless if there is metal and/or plastic frame armor present. The specific composition of the material wheelguards and other external accessories are made of (metal or plastic) must match the specific composition of the material that is used for frame armor (metal or plastic). For example, if the frame armor of a vehicle is LR metal and FP plastic, wheelguards on this vehicle can be LR metal and/or FP plastic. If there is no plastic (metal) on the frame, then the accessory can be made of any type of plastic (metal).

2

What items can or cannot be component armored together? From UACFH it states that component armor is "Assigned to any one vehicular component or crew position..." What defines ONE vehicular component or crew position? I'm going to rule it this way, items in different damage locations CANNOT be component armored (CAed) together. So, the Driver cannot be CAed with the Engine and/or the Gas Tank, the Gas Tank cannot be CAed with the Engine, the Gas tank can't be CAed with front weapons, etc. Items in the same damage location may be CAed together or separately. So a Driver and Gunner can be CAed together or separately. Weapons in the same facing may be CAed together or one single weapon in that facing may be CAed.

3

Do accessories connected to the power plant (such as a nitrous tank, fire extinguisher, supercharger, and/or laser battery) have to be component armored with the power plant itself? Yes. When putting component armor around a power plant, add the spaces of the power plant accessories to the space of the power plant when calculating the cost/weight of the component armor.

4

If an extra magazine for a turreted weapon is placed outside the turret, can it be component armored separately? "No, if you have a turret or an EWP with a magazine in the body of the vehicle, you total the spaces taken up by the weapon and all extra magazines, and figure the cost and weight of the component armor based on this total. The space for the component armor **must** come from inside the turret or EWP." (ADQ 10/3)

5

Can polished (laser reflective) metal armor be distinguished from regular metal armor during walk-around descriptions? No. The nature of armor (metal or plastic) in only revealed when damaged. (ADQ 6/3) Also, "if [your armor] takes damage from a laser, you must reveal whether it is laser reflective." (ADQ 6/3) No information about armor type at all is revealed during walk-arounds except for sloping.

Vehicle Construction (Weapons)

#

Question

Answer

1

Do radio detonated mines require a radio detonator? No. The mine dropper can send the signal. Note that there are NO rules in print that directly say this or directly refute this.

2

Can a targeting lasers be mounted on a rocket platform? "Yes." (ADQ 7/2)

3

Can smokescreen generators, oil jets or paint sprays be turret mounted? "OJs drop oil on the ground, not squirt it some distance; they'd be pretty useless in a turret for anything but getting the top of your car dirty. SSs and PSs are OK, though. Dropped weapon projectors like the OPG and GS can be placed in turrets and can be aimed like other direct-fire weapons." (ADQ 2/2)

4

Can a VFRP or a MFRP be incendiary? No. This is stated clearly in UACFH. For MFRPs, this is contrary to what is written in the CWC2.

Vehicle Construction (Accessory)

#

Question

Answer

1

Can overdrive be used on gas-powered vehicles? I will rule that though overdrive can physically be put on a gas-powered vehicle, overdrive will NOT be allowed on gas engines in the arena. IMHO, allowing overdrive on a gas engine tilts the balance towards gas engines too much. For $400, it would eliminate the gas engine's weakness of a low top speed.

For realities sake then, you can think of it this way. You CAN put an overdrive on a gas engine, it just isn't allowed in the arena

2

Can I use a SWC with a smart link? SWCs and smart links may not be combined. Although one (or both) of the smart-linked weapons may have an SWC attached, the bonus from the SWC only counts when that weapon is fired alone. If both smart-linked weapons are fired, neither gets the SWC bonus. To get a computer bonus for smart-linked weapons, you need a full targeting computer. This ruling is a little harsh on smart links, so I'm going to put it up on Dueling Debate for discussion.

3

The rules state that gasoline-powered vehicles must have a laser battery to run power-draining items. In the description of the targeting laser, it says it drains 0 power units per shot. Is the targeting laser a power-draining item? I'll use the ruling from Pyramid #5. "Yes; even though it drains 0 units, its still more than an alternator can put out. Without a battery, it won't work."

4

How much do HD shocks really cost? HD shocks cost $400 per wheel, not $400 total.

5

Can Overdrive be linked to other items? "Yes. Non weapon items may be linked at the usual cost of $50." (ADQ 3/2)

6

If I have metal or composite armor how much do bumper spikes and fake metal ramplates cost? For a car with composite armor, a fake ramplate or bumper spikes cost and weighs as much as 5 points of the plastic armor (modified for sloping) underneath the metal. For cars with only metal armor, the cost and weight is that of 5 points of standard plastic (modified for sloping).

Vehicle Construction (Trike)

#

Question

Answer

1

Is a smart link necessary for right and left weapons on a trike to be fired at a target in the

front arc, or will a standard link do?

I will rule that you can use a standard link to utilize this feature for trikes.

2

Can I use a SWC with linked weapons on a trike that are mounted on different sides? No. If you want a bonus to hit with both weapons together, you need to buy the regular targeting computer.

Character Questions (Personal Preferences)

#

Question

Answer

1

How many people are allowed in the vehicle? Crew will consist of driver only or driver and gunner. No passengers.

2

Will the Alternate Encumbrance rules be used? Yes. All personal items will count against both the weight and cost of the vehicle. In addition, drivers and gunners will be limited to 6 grenade equivalents each. No backpacks will be allowed.

3

How many skill points will the crew get? Crew members will have 30 skill points each, with no more than 20 allotted to any single skill.

4

Will reflex rolls be used? Reflex rolls will be set to 4 for all players. Driver skill bonuses may will to this roll.

5

What items may the crew carry/use? Each crew member may wear a single suit of body armor, of any type. Crew members may also carry Personal Fire Extinguishers. Other personal equipment will not allowed.

Character Questions (General)

#

Question

Answer

1

Can a driver carry a PFE without taking up any vehicle spaces for the PFE? "Hand weapons take up no space." (CWC2) Also, "any character may use a hand weapon any turn he or she does not fire a vehicle weapon," (CWC2) so the PFE may be used normally. Some people rule that it must take up a cargo space. This will only be true for me, IF carrying the PFE puts you over 6 GEs of equipment.

Combat Questions (Personal Preferences)

#

Question

Answer

1

Will the optional confetti rule be used? The Confetti Rule will NOT be used in my games.

2

Will Ram Concussion be used? Ram Concussion will be used.

3

For collision purposes, how big is a car? The size of the counter, or is some allowance made to show that compacts are smaller than luxurys? A collision will be ruled whenever vehicle counters come in contact. No allowance will be made for size differences in vehicles that use the same counter size.

4

Will measuring the range to a target use up my firing action? I'll use the following procedure found in ADQ 10/2. "Measuring the range to a target will be a firing action – the vehicle can fire on the same turn it measures range {only} at the target it measured to. Example: Car A measures the range to Car B, which is too far away to hit, so Car A saves his ammo and doesn't fire. Car A has still used his firing action, and cannot fire in that turn (unless it is at Car B). Car B measures the distance to an oncoming obstacle, using up his firing action. Car C measures the distance to Car B, then fires at Car B in the same turn."

5

Are you going to use the "Make Them Take the Shot" suggestion in ADQ 10/2? No. The suggestion is as follows, "If a car has a good shot at a target, and doesn't have a target its pounding on, make the Pilot take the shot. A "good shot" means an 8 or better to-hit, with at least 5 shots of ammo left in the weapon (or 5 or more mine counters still on the map)."

6

What are the limits on communication between players? I will not allow players to make deals. Secret communications will be not allowed; anything that's said, everyone can hear.

Combat Questions (Dropped Weapon)

#

Question

Answer

1

What is the hazard for driving through a Flame Cloud? There is a discrepancy between what is written in UACFH and the CWC2. In UACFH, "The D hazard for driving through a flame cloud is calculated by totaling the total damage taken and applying the D for damage normally (this will usually be a D3 hazard). In the CWC2, "Driving from open air into a burning flame cloud is a D2 hazard." I'll go with what is written in UACFH.

2

What is the hazard for driving through Flaming Oil? There is a discrepancy between what is written in UACFH and the CWC2. In UACFH, "The D hazard for driving through a flaming oil slick is calculated from the total damage inflicted, using the normal method. The +D2 for taking damage on Oil is added to the hazard if any damage is taken." In the CWC2, "Flaming Oil slicks add D2 to any maneuver or hazard and are a D1 when driven over." I'll go with what is written in the UACFH.

3

What is the hazard for hitting a patch of ice? In CWC2 it is a D2. In UACFH it does not mention this. The question is whether it was left out intentionally. In the description for Snow Tires in UACFH (highlighted as a "NEW item"), it states that it "...reduces the hazard of hitting an ice-dropper patch of ice to D1." I'll take this to mean that the omission in the description for ice was a mistake and that when hitting ice, you DO take a D2 penalty.

4

What happens when multiple counters of the same dropped weapon are overlapped? I'll use the following from the CWC1 Errata Sheet, "Dropped solid weapons may be stacked for cumulative effect. That means that multiple mine counters or spike counters may be dropped on a spot. Any vehicle crossing the counters or the surrounding 1/4 inch must roll for each counter and suffer damage from every counter that detonates. The same is not true of dropped liquid or dropped gas weapons. Multiple gas or liquid counters of the same type, in the same area, do not have cumulative effect. Two flame clouds at the same spot will have the same effect as one; two flaming oil counters in the same spot will act as one. However, a vehicle hitting an area with a flame cloud on top of a flaming oil will suffer the effect of both weapons."

5

How do you figure the damage/hazard for a car going through several flame clouds, ice slicks, or flaming oil slicks? A car must COMPLETELY exit a cloud or slick before it can "hit" another of the same type. However, if the car is still in contact after 5 phases, then it will take another round of damage and/or hazards. Thus, a hitting a HDFOJ slick only counts as hitting one counter, not many. If someone had a FOJ on automatic and you are trailing behind, you'll only take one FOJ hazard per turn. The exception being if your car completely comes off the slicks and then comes back on, where it would again be accessed the hazard.

6

What is the hazard modifier for Oil+Ice, Ice+Ice, or Oil+Oil? When a vehicle is on several slicks, only the worst penalty applies, so +D4, +D4, and +D2, respectively.

7

If a machine gun and an oil slick are linked, and the link is fired while the following car is within 1" directly behind, is the hazard the following car takes for the MG at a +2 for the oil? "No, the oil won't take effect until next phase." (ADQ 6/2) All weapons fire in a phase is simultaneous.

8

Do solid (and plasticore) tires take damage from debris and/or obstacles? Solid tires are immune to damage from debris or obstacles. Plasticore tires take damage as normal, until the tire takes 4 points and the core is exposed. They take no damage after that.

9

Is the 1" blast radius of a mine measured from the center of a mine or the edge of the counter? "Each tire within 1" of any edge of the mine counter takes 1d damage." (CWC2)

10

In what situations, including radio detonations, will mines do underbody damage? If mines are detonated by pressure triggers or proximity fuses, any vehicle in the detection range takes underbody damage. If mines are detonated remotely, any vehicle within 1/4" of the counter will take underbody damage.

11

Do guards and hubs protect from mine tire damage? If a car takes underbody damage from the mines (see above), guards and hubs don't protect the tires. If a car does not take underbody damage from the mines, but is within the 1" blast radius of a mine counter when it explodes, then there is a chance that the vehicles' guards and hubs will protect the tires. Draw a line from the center of the mine counter to the tire. If the guard and/or hub blocks this line, then it can protect from the blast. (i.e. If mines go off on the right side of a car and both the left and right tires are within the 1" blast radius, then the guards and/or hubs will protect the right tires, but not the left tires. In addition guards can protect from blast from the front or back, while hubs do not.)

12

How will pressure triggered mines and spikes be handled? When a car is within 1/4" of the counter, the ref rolls SECRETLY for the counter. If a 1 or 2 is rolled, the player sets off the counter. If a 3 or 4 is rolled and the duelist subsequently rolls over the counter itself, then they will set off the counter. This prevents what I call "mine double jeopardy," where on one phase you get within 1/4" or the counter and on the subsequent phase you cross the counter. Some referees would make the player roll twice to see if they set off the mines. This seems to me that this penalizes a player who fully intended to run over the counter, but wasn't lucky enough to get over it completely in one

phase of movement.

13

Are dropped solid and dropped liquid weapons visible if dropped under dropped gasses? "Dropped weapons are invisible in smoke or paint." (ADQ 2/1) The player firing the hidden (or not hidden) counters should make a note of what is there and show the referee.

Combat Questions (Direct Fire)

#

Question

Answer

1

What happens when two or more weapons that are linked hit, and each does 10+ damage? Is the hazard D3 or D6? The rules state that the maximum hazard that can be incurred on a vehicle is D3; is this per weapon fired or per linked salvo? "A single salvo in a single phase inflicts a single D hazard." (ADQ 6/4)

2

Do linked weapons count as one combined attack or two separate attacks vs. metal armor? "Two separate attacks." (ADQ 10/1)

3

Do ATGs still give a D1 hazard when fired? There are contradictory rulings on this and it isn't real clear what is more recent. Both the Compendium and UACFH state that firing a front or back mounted ATG is a D1 hazard, and that they cannot be side mounted. However, errata for the Compendium state that there is no penalty for firing front or back mounted ATGs and that you can fire them from a side mount at a D1 hazard. I am going to go with the ruling that ATGs do give a D1 hazard when fired from the front or back and cannot be side mounted.

4

Can FTs be fired to the front arc now for no self damage? Again there is conflicting evidence on this one. At one point in Deluxe Car Wars, it was stated that when traveling over 30 mph and firing to the front with a FT would result in the firer taking damage from the weapon to their front armor. This rule is not in the CWC2 or UACFH. Errata for the CWC put the rule back in place while Pyramid #1 said the rule was obsolete. For the time being, I'm going to use the rule, however I'm going to put it up for discussion on Dueling Debate.

5

Is there any case where columns (ramps, other cars, etc. i.e. solid objects) modify the "to hit" roll? Yes. For "hard" cover, (that is it blocks bullets like walls, not just sight like bushes) if 1/2" of your target is exposed, take a -1 (as if shooting at the front, which is 1/2") and if 1/4" of your target is exposed, take a -2, and in extreme situations where the exposed area is 1/8" or less in the determination of the referee, take a -3 as if you were shooting at a pedestrian.

6

Does the targeting penalty for maneuvering in the same phase apply to gunners as well as to drivers? "Yes." (ADQ 10/3)

7

What size is the counter from a fluid projector gun? The fluid projector gun produce a counter 1/2" x 1/2", not 1" x 1" This was an official rule change and is what is written in UACFH, but is counter to what is written in CWC2.

8

Do the to hit rolls for projectile weapons that deploy dropped weapon counters (OGs, MFs, etc.) already include the +4 bonus for aiming at the ground? Yes.

9

How exactly is scatter handled from dropped weapon projectors? What happens if the scatter puts the counter completely under a target vehicle? First select a target point. The target point cannot be directly under a vehicle. Put the counter anywhere such that it touches the target point. Part or most of the counter may be underneath the target vehicle at this stage. Roll to hit. Move the counter as indicated by the grenade scatter rules. If the scatter is completely underneath the vehicle, move the counter as indicated by the scatter. The weapon is bouncing underneath the car as opposed to hitting it.

10

When do speed modifiers apply to dropped weapon projectors? When the counter is placed, if any part of the counter is along the straight line path of the target vehicle and within 2" of the front of the target vehicle, then speed modifiers apply.

11

When a weapon in a linked set sustains fire, does it keep its bonus when the rest of the link kicks in? Do the other weapons get the bonus? In the same situation, do you get the tracer bonus if only one weapon in the link is firing tracer ammo? "Yes, yes, and yes." (ADQ 9/1)

12

Where do you measure range from? Use center point of the firing armor location to any point of the target. For turrets and platforms the firing armor location is the center of the counter. However, if you are aiming at a tire then it is the distance to the appropriate corner. If you are aiming at a turret, then it is the center of the counter. If you are aiming at an ‘out of arc’ side, then it is to the center of that side.

13

If I shoot at an opponent's tire several times, then he turns so that tire is facing away from me, so I switch to shooting at his nearest side, do I keep the sustained fire bonus? On a similar note, if I shoot at his left side several times, then am forced to switch to shooting at his right side, do I keep the sustained fire bonus? You will keep the sustained fire bonus when switching to a less specific target from a more specific target, but not the other way around. For example, you may fire at a tire, then the vehicle in general, and keep the sustained fire bonus, but not vice versa. If the vehicle turns, your target (the vehicle in general) does not change, so you retain the sustained fire bonus. (Unless, of course, you target a particular side when you are not in its arc of fire, which is more specific.)

14

What happens if I have a sustained bonus on a target and I briefly lose line of sight (LOS), but by the next time I fire (on the subsequent turn) I still have LOS? Do I keep my sustained fire bonus? I’ll rule that once if you lose LOS on your target for one full phase you will lose the sustained fire bonus.

15

What is the deal with targeting a trike? They officially changed the rules in ADQ 6/4, but didn't change the targeting rules in CWC2! ADQ 6/4 said "A trike's sides can be targeted from the front arc at the usual -2 penalty. They cannot be targeted from behind (switch for reversed trikes, of course). In addition, you cannot target a trike's top armor unless you could normally target anyone's top armor." I'm going to once again make this rule official, as it really makes trikes a more viable option.

16

What happens when the crew compartment is hit and I have both a Driver and a Gunner? From CWC2, "When two or three components are listed in parentheses, only one will be hit by each attack. Roll randomly for each separate attack to see which one is hit." I'm going to interpret that as meaning that whenever the crew component is hit by weapons fire then you roll randomly to see whether the Gunner or Driver is hit.

17

Can a vehicle fire when it is upside down or on its side? "If the weapons are still operable after a roll, the vehicle may still fire, but all rolls are at a -3 to hit." (ADQ 2/1)

18

Does HESH ammunition have a burst effect? Yes. The burst or area effect is a feature of the weapon, not the ammunition type. Some special rounds like AP and APFSDS ammunition do shed their burst effect, and these ammo types say so in their descriptions.

19

Do incendiary ammunitions have a burst effect? No. "Do Incendiary RL rounds have a burst effect? ... No."(ADQ 6/1)

20

How are rocket platforms treated in combat? They are treated as unarmored turrets. You take a -2 penalty to try to hit them. Damage done to them hits one item (including previously destroyed items) on the platform and any extra damage passes through hitting nothing. Unlike turrets they are not protected by sloping.

Combat Questions (Other)

#

Question

Answer

1

How are gas tanks treated when there are internal hits? Cargo is any internal component other than weapons, crew and engine. Thus, gas tanks are cargo for damage allocation. (Though they can't be into cargo spaces. See above.)

2

What happens when a gas tank is destroyed? No rules on this really. I'll go with what is written for a Fuel System Critical Damage. After gas tank destruction the car will engine will shut down in 1d+3 turns.

3

If I component-armor a single-shot rocket, then I shoot the rocket, is the component armor still there? No other weapon loses its component armor when fired, and single shot rockets are no different, so yes, the component armor is still there.

4

Does 'losing a tire,' as in from skidding, have the same effect as 'losing a wheel,' as in from enemy fire? No. "Any vehicle that loses all of its wheels in one position ... has its HS (Handling Status) reduced by 3 ... if only the tire is lost, HC only drops by 2." (CWC2) Also, "any vehicle that loses wheels [not tires] on two corners goes directly to Crash Table 1. It can no longer steer, accelerate, or brake." (CWC2) Though with it's HC permanently reduced by 4 (2 for each lost tire) it won't be driving around very well.

5

If I start with Standard tires and deliberately do two controlled one inch skids (which pops all four tires but loses none of the wheels, so I'm not immobile), are opponents still allowed to aim weapons fire at my tires (now 0 DP)? For that matter, would I still take damage from running over spikes? If a tire is lost because it is destroyed and the last point of damage was done by a skid, debris, spikes, or obstacle, the wheel may be targeted normally, and a single point of damage inflicted by mines or enemy gunfire (that can damage vehicular components) will destroy the wheel, sending the victim immediately to HS -6 again and lowering the HC permanently by one more, for a total of -3. The wheel will not take damage from spikes, though the remaining three tires would.

6

If I have a Machine gun linked to a Mine Dropper, can I aim and fire the MG and use the link to place the MD on or off of automatic? If you have a direct fire weapon(s) linked to a dropped weapon(s), you have the option to fire a single round from the dropped weapon with the link OR to put the dropped weapon on automatic with the link. However, if more than one dropped weapon is fired as part of the link, either ALL of them must be put on automatic or NONE of them. I don't feel strongly on this issue, so I'm going to put it up for discussion on Dueling Debate.

7

Is it ever revealed what kind of tires you have? In most cases no, with the exception being plasticore tires. When a plasticore tire has taken 4 DP the rubber exterior strips off revealing plastic. At this point it is visible to other cars that the tire is a plasticore which has lost its rubber layer.

8

If I have component armor around my driver/gunner, can I fire hand weapons? I'm going to take my lead from a answer from ADQ 8/1. There they stated that a grenade thrown (or fired using a HGL) by someone in component armor would land INSIDE the component armor. So I'll rule it this way. The hand weapons of anyone inside component armor cannot affect anything outside the vehicle.

9

If my car ends up on its side (or top), can I get out of the car and roll it on its wheels? "No." (ADQ 6/1)

10

Can rocket boosters allow a vehicle to exceed its normal top speed? Yes, however (in a manner similar to nitrous oxide) the car must decelerate by 10 mph each turn after the rocket boost until below its top speed.

Fire Questions

#

Question

Answer

1

Will the Advanced Fire rules? The Advanced Fire Rules will be used.

2

If a flamethrower hit me last turn, but nothing hit me this turn, do I still have a chance of catching fire? "Burn Duration is the number of turns after the initial hit the Fire Modifier is in effect." (CWC2) So, you must roll for fire a total of four times from a single flamethrower (FM 4, BD 3) hit. Once in the turn you are initially hit, and then once in each of the following three turns.

3

Does using the Advanced Fire Rules mean that the rules for fires starting when Power Plants or Volatile Weapons take damage are not used? No. If a power plant or volatile weapon takes damage, it still has the normal chance to catch fire. If the car has burn mods as well, they also will see if those catch them on fire.

4

If a car has fireproof armor and my fire causing weapon penetrates that armor, do I put a Fire Modifiers on the car? i.e. A car with 3 pts of metal and a FT does 5 pts of damage. If you do damage to anything that isn't fireproof, the target will get a full Fire Modifier, so if your fire weapon penetrates the metal, the target takes the Modifier.

5

If I am on fire and have a gas engine, but still have intact component armor around that engine (it hasn't burned through yet), do I still suffer the increased chance of explosion? If a vehicle with a component armored gas engine catches fire, does the vehicle have the normal chance to explode? "... Yes." (ADQ 6/3)

6

Do I have a chance to explode if I have volatile weapons with still existing component armor? "Volatile weapons so protected will not cause the vehicle to explode until the component itself takes damage." (i.e. after the component armor is destroyed) (UACFH pg. 53)

7

Do wheelhubs and wheelguards protect the tires from fire damage? No, when on fire EVERY component takes one point of damage, so each of the hubs, guards, and tires takes one point of damage.

8

If I have fireproof armor does it take damage when I'm on fire? If a vehicle catches fire, fireproof plastic armor takes one point of damage per turn, like normal armor. Metal armor takes no damage from the fire, nor does any plastic armor that is layered underneath it.

9

Is fireproof component armor immune to the damage caused by a fire? No, fireproof component armor takes one point of damage per turn, like normal armor. FP component armor just protects the car from taking fire mods if the component armor is hit.

10

Can a volatile weapon that is out of ammunition cause a vehicle to explode? Past ADQs have ruled that a volatile weapon with a "tank" of ammunition will still cause and explosion, but those with "rounds" of ammunition will not. Here's how I'll rule: Rockets, incendiary spikes, incendiary MGs, Flaming Oil Guns, and napalm mines will not. Flamethrowers, flame cloud ejectors, and flaming oil jets will.

11

A PFE is fired at the end of a turn. What firing action is used, the turn that you just finished, or the turn after you fire it? The turn you just finished. A PFE is fired at the END of a turn, not between turns.

12

If I have a tire fire, but my vehicle has fireproof armor, but my front armor is breached, does the fire spread to the interior of my car? No. "If a vehicle's tire catches on fire, but the vehicle has FP armor on the side where the tire is mounted, the car will not catch on fire." (CWC2) So, if the burning tire is on the left side and your left side armor is intact, the fire will not spread. Breeches on the front, back, underbody, top, or right are irrelevant in this case.

13

If a non-fireproof wheelguard or armored wheel hub catches fire, but the vehicular armor on the adjacent side is metal, will the fire spread? No. The rules consider wheelguards and armored wheel hubs to be part of the wheel for all damage allocation purposes, so the rule for spreading tire fires applies.

14

When a car armed with an explosive weapon catches fire, and that weapon is subsequently destroyed by the fire, is that weapon still subject to possible explosions? "When a weapon takes its full DP in fire damage, that means it's inoperative -- but it isn't reduced to ash. The explosive components of rockets and other weapons would continue to be dangerous for quite some time. How long? That's a good question . . . I'd say about 10 times the DP of the weapon in seconds. That is, a 2 DP weapon would continue to be an explosion hazard for 20 seconds." (ADQ 3/2)

15

Can a PFE be used to extinguish Burn Mods like regular extinguishers can? Yes.

Movement/Handling Questions

#

Question

Answer

1

When will half moves be taken? Duelists must take their half moves on the phase listed on the Movement Chart. This is counter to what is written in the CWC2, where it states a vehicle can take their half move in any phase that they move.

2

Is acceleration allowed in any phase, or only phase 1? "At the beginning of each phase, any vehicle that has not accelerated or decelerated during the previous phases of the turn may change speeds. A vehicle may only change speeds once per turn." (CWC2)

3

Does a vehicle's handling status go back to its starting HC if it comes to a complete stop? "Yes, a vehicle's handling is reset to its maximum at the end of a turn if the vehicle is moving between -10 and 10 mph." (ADQ 6/1)

4

When attempting to avoid an obstacle (debris, paint, etc.) by performing a maneuver (such as a steep drift), is movement of the counter done in one step (move 1" forward and 1/2" to the side simultaneously, avoiding an obstacle in front of the vehicle), or is it two steps (move forward 1" hitting the obstacle, and then moving 1/2" to the side? "The former. Cars do not move in jagged angles, but in straight lines. The dotted lines on the Maneuver Diagrams show the true path of vehicles in each maneuver. Though movement may be computed as "one inch up and one-half inch over," the car's path is actually a diagonal line." (ADQ 1/1)

5

If I make an involuntary change in speed during a turn (from a skid, collision, etc.) can I still accelerate/decelerate that turn if I have not used the voluntary speed change I am allowed on that turn? Yes, you can change your speed voluntarily if your speed has already changed that turn. However, you MUST be fully in control of your vehicle to change speeds voluntarily.

6

Do HD shocks take off a D1 hazard from EVERY single hazard you encounter or just up to one D1 per phase? I’ll rule you can use the shocks on multiple hazards per phase.

7

Do you recover handling while airborne? From UACFH, pg. 152, "A vehicle may recover handling class normally while airborne, but all Ds incurred while the vehicle is airborne are added to the landing D, for a single hazard."

Crash Table Questions

#

Question

Answer

1

If the result from Crash Table 2 says to roll again on Crash Table 1, do all the modifiers I used in my first crash table roll apply again on my 2nd roll? Yes.

2

When are the crash table results applied? Before or after the maneuver is completed? For spinouts and rolls, the result will happen INSTEAD of your movement. (That way for spins, you'll end up in 90 degree increments around your starting direction.) For everything else, you complete your maneuver and then the result is applied.

3

If I take multiple hazards simultaneously, how do I determine the order at which they are applied for crash table purposes? When multiple hazards are encountered simultaneous, roll randomly to see which effects the car first. Roll on the crash table if necessary, then proceed to the next hazard (determined randomly) until all hazards have been applied.

4

Does a fishtail result count as your next maneuver, or can a car turn immediately after fishtailing? "A vehicle may move normally after it fishtails." (CWC2)

5

How are spinouts resolved? After you get a spinout result, your tires take 1d damage immediately and your car decelerates by 20 mph after the car rotates the first 90 degrees. You then spin for 5 full phases after the spinout result happened. At that point you can attempt to recover at -6 on the handling track at your current speed. If you fail, you decelerate by 20 mph and spin for 5 phases, etc. When you do recover, you are at -6 on the Handling Track. If you recover while your vehicle is a) forward, then your car can continue as usual. b) backwards, then you continue backwards at your current speed. If over you your top reverse speed (1/5 of top speed), you'll need to slow down by at least 5 mph each turn. c) sideways, then you must perform at least on inch of T-Stop. After that, you can "turn into" the spin direction. To do so, make at least a 45 degree (D3) turn into the direction of the spin. (Note that half the time, you will need to travel backwards to turn "into" the direction of the spin) You must make a control roll for the turn. A car cannot fire aimed weapons in any turn that they were spinning.

6

How are rolls resolved? You decelerate 20 mph after you first turn sideways and then lose another 20 mph every 5 phases after that. The car flips to another side for each FULL inch of roll movement. If the inch of movement is interrupted (by a collision), then the car does not flip to the next side.

7

When does the deceleration for a skid occur? The skid is what causes the deceleration, so the deceleration occurs AFTER the inch of skid movement occurs. For example, Car A gets a Severe Skid result at 40 mph. Car A stays at 40 mph and skids 1" during its next movement phase. Then the deceleration is applied and the car is at 20 mph. During the next movement phase Car A performs a minor skid, THEN its speed is reduced to 15 mph.

8

What happens during a 1/2 move to a car during crash table results? This isn't clear at all, so this is what I'll do. For skids: A car that is skidding during a 1/2 move will skid normally, and complete the skid with it's next movement if necessary. For rolls and spins: The car moves 1/2" in the direction of travel, but does not roll or change direction.

9

If I lose a wheel, I drop down to -6 on the HT immediately. When I make a roll on the crash table what hazard (if any) do I take as far as figuring out what modifiers I use on any crash table rolls? If I was already at -6 on the HT, would I take a hazard at all? Here is how it will work. If you lose a wheel/tire, first, take the hazard from the enemy fire and resolve completely any crash table results. Then, make a control roll immediately at -6 on the HT for losing the wheel/tire. If you lose control, treat the hazard as if it were a D6. (i.e. add 3 to your crash table roll) Now, take the worst of any crash table results.

10

If a car going 40 mph attempts to decelerate by 40 mph and loses control, can it skid? The skid from the crash table result will be applied before the deceleration. After the skid is complete, the deceleration will take affect.

11

What happens when I get a spin or roll result on the Crash Table, but my speed is now 0 or 5 mph? I'm going to treat this the same as if the car were going 10 mph. For a roll, the car will turn sideways, go forward one inch, roll onto its side, and then stop. For a spin, the car will spin 90 degrees then stop.

Scoring/Arena Questions (Personal Preferences)

#

Question

Answer

1

How will the event be scored? I'll announce this before the event. In general for a standard duel I'll go with the following: +10 duel points for a mobility kill, +10 (additional) duel points for a complete kill, for a total of 20 duel points. -10 duel points for being mobility killed, -10 (additional) duel points for being completely killed for a total of -20 possible duel points.

2

When will the event be finished? I currently use the the following victory condition. The duel will end when one of the following two conditions are met. 1) If someone gets 2.5 kills (50 duel points), the duel ends immediately if they have control of their car (i.e. not rolling, skidding, or spinning out). If they do not have control of their car the duel will end if they still have 50 duel points when they regain control. 2) If someone gets to 40 duel points at the end of a phase, the event will be ended if that person still has 40 duel points five turns (25 phases) after they hit the 40 duel point threshold. If the person with 40 duel points is not in complete control of his/her car 25 phases after getting to 40 duel points, the event ends if they still have 40 duel points when they do get control. The first duelist to satisfy one of these conditions will be declared the winner of the duel and the current point totals of the other players will determine the other places. If two duelists satisfy different victory conditions on the same phase, then the duelist who satisfied condition 1 will be declared the winner. If the same victory condition is met on the same phase, then the duel ends when only one vehicle satisfies the victory condition. If no one satisfies the victory conditions by the end of 30 game turns or their is only one vehicle left, the duel will be declared over and places determined by the current scores. If there is a tie for the top score, then the winner will be the duelist whose vehicle was most recently able to move. If the tied vehicles can still move, the duel will continue with just those vehicles tied for the top slot participating until the tie is broken. Other popular victory conditions include setting a specific turn or time for the turn to end.

3

When is a car declared a "Mobility Kill?" When a player is no longer able to make his or her vehicle accelerate through the use of an electric power plant or gasoline engine. Note that in some cases mobility killed vehicles may continue to coast about the arena for some time or have rocket boosters.

4

When is a car declared a "Complete Kill?" When the player's vehicle is no longer able to affect the outcome of the game. A mobile vehicle will never be declared a complete kill. You can finish off immobile cars that can still fire (such that they can effect the game) to get the points here.

5

What happened to firepower kills? As long as a car remains mobile, it still has the ability to attack and injure an opponent. Therefore, all mobile cars have some sort of "firepower." Rather than try to force some definition of firepower that would be full of holes and problems, I won't attempt to score firepower apart from a full kill.

6

Will Surrenders be allowed? No, surrenders will not be allowed. A whole can of worms opens up with this. Who can a surrendering player give the kill to? Anyone in the arena? Whoever is closest? Whoever caused the most damage? I'm not running a campaign game, so it is easiest and most clear to give the kill to whoever actually takes out the car and not let the player decide who was GOING to take out their car. In addition, cars will not be allowed to exit the arena.

7

What happens when a Mobility Killed car runs out of ammo? Can you still get the Complete Kill on them? Yes, I don’t want people to get out of being full-killed by shooting off ammo, nor do I want them to have to ‘save a shot’ to keep themselves from being a full kill. If this situation occurs, the complete kill will be defined as when the last occupant of the car is unconscious or dead.

8

What will be the starting speeds of cars? Unless otherwise noted, everyone will start between 20 and 40 mph on the first turn with no voluntary speed changes on the first turn.

9

If my car is full or partially killed, but I have an occupant alive, can I leave the car to take over another car? No.

10

What happens if Car A drops some spikes. Later, Car B, in an attempt to avoid these spikes, blows his control roll, crashes and is immobilized. Does Car A receive victory points (note that his weapon did no damage and caused no hazard itself)? Car A gets the kill since the reaction to his spikes caused the crash.

11

This car rammed my friend, bounced off, went out of control, hit a wall, and was destroyed. My friend made his control roll and kept on going? Does he get a kill for that? Yes. A cheap kill, but a kill nonetheless. ADQ 4/4

12

What constitutes completing a jump? (In arenas where jumps affect scoring) Taking off from a designated jump ramp and landing on the opposite designated jump ramp, then regaining control of the vehicle. In some cases this may require slow jump speeds to avoid overshooting jump ramps for landing. Credit for the jump is awarded only after the player regains control of the vehicle.

13

How do I score a checkpoint? (if they are in the arena) A player scores for a checkpoint when any part of their vehicle counter touches any part of the checkpoint.

14

How do I score a target? (if they are in the arena) A player scores a target when they inflict one point or more of vehicular damage to the target. Note that this means burst effect, flechette guns, and most hand weapons will not score targets.

15

What is a "No Dropped Weapon Zone"? (if they are in the arena) In some arenas, I may designate "No Dropped Weapon Zones." These areas will be clearly marked on arena floors where the restrictions are in use. You can expect to see them near checkpoints and ramps. A penalty will be assessed against any player that places a dropped weapon counter in these areas. This penalty will be assessed regardless of the counter's source, whether it was a normal dropper, dropped weapon projector, or grenade.

16

What is the penalty if half of an HDFOJ counter is laid in a No Drop Zone? It depends. The penalty will be based upon how much of the counter covers the Zone. If for instance the penalty were -7 points per 1/2"x1/2, then it would work in the following way. If just exactly one half or just under one half of the counter is placed in the zone, that's a 1"x1" area, or four 1/2"x1/2" counters. 4x(-7) is -28. If just over one half the counter is placed in the zone, it becomes 6 1/2"x1/2" counters and a penalty of -42.

17

Are smoke, paint, and sand subject to the No Drop penalty? Yes.

18

If more than one person puts fire modifier on a vehicle and the vehicle is subsequently set on fire and then due to the fire results in a kill, who gets the credit for the kill? For right now, I'll focus on the case when there are fire mods inflicted by just two vehicles. When rolling for fire on a vehicle, I'll make a note as to how much of a Fire Mod each duelist has put on the vehicle. If the subsequent fire roll required both fire mods to be successful, then any kills will be split evenly. (i.e. if one person has a Mod of 3 and the other a Mod of 6 and an 8 is rolled.) If the fire roll was higher than one of the Mods by itself, yet lower than the other one, then the higher Mod gets full credit for any kills. (i.e. if one person has a Mod of 3 and the other a Mod of 6 and a 5 is rolled, the person who put the Mod of 6 gets full credit) If the roll is low enough such that both Mods would have set the car on fire, then whoever put a modifier on the vehicle first will get credit for the entire kill. (i.e. if one person has a Mod of 3 and the other a Mod of 6 and a 3 is rolled.) For more than two, it can get really messy, but in general if your Fire Mod alone can set the fire and theirs can't you'll get the full credit. If a combo of mods was necessary, it will be shared. If more than one could set the fire, then kills will be awarded to those who inflicted the fire mod first.


 

Car Wars*Steve Jackson Games*AADA